Ride-type game machine

ABSTRACT

Provides a ride-type game machine which can provide special stimuli individually to a plurality of players. A game machine  1  designed to be ridden by a player, comprising a posture immobilization device  105  for immobilizing the posture of the player, and a medium-discharging device  109  or the like for discharging a prescribed medium (mist spray or the like) onto a specific bodily region (cheek or the like) of the immobilized player. The posture immobilization device  105  presses against the player&#39;s body, preventing the player&#39;s head from moving. Thus, the medium can be reliably directed onto a specific bodily region of the player, effectively scaring the player.

DESCRIPTION

1. Technical Field

The present invention relates to a game system having a design whereinthe player mounts a vehicle to play the game. In particular, it providesa novel game system which provides special stimuli to an individualplayer, causing the player to become excited.

2. Background Art

Two types of amusement facilities, termed “attractions” can be found attheme parks, amusement shows, and the like. One type is similar to thetraditional haunted house; as the player walks along a course through apre-established facility, the player is frightened by noises, projectedimages, and effigies. In the other type, the player rides through thefacility in a vehicle, boat, or other conveyance; as the conveyancemoves about in accordance with the game program, various projectedimages and sounds are provided to frighten the player. In the past, theattraction format used for a particular amusement facility was selectedin accordance with the theme of the game offered by the facility.

In attractions in which the player rides in a conveyance, soundequipment, image projection equipment, and effigies are disposed alongthe course traveled by the conveyance. The purpose of the soundequipment and the like is to provide stimulation the player and arouseexcitement.

However, attractions of the type in which the player rides in aconveyance merely provide visual or auditory stimuli, mainly through theuse of projected images, sounds, and the like, and do not stimulate theplayer's other senses, such as the tactile sense. It would be moreeffective to provide a player with sensations besides auditory andvisual ones. For example, in a game with a monster attack scenario, byrealizing a scenario in which the player sitting next to one is attackedby a monster, and the stream of blood spurting from him or her splattersover the player's face, the realism of the game could be significantlyenhanced.

If the plot development in this type of scenario was such that “playersin the conveyance are attacked by a monster in serial fashion,” thesense of terror induced in the players could be maximized. Specifically,when a player hears the screams of horror of players riding in theconveyance traveling in front or sitting next to him or her, the playerexperiences an even more heightened feeling of tension towards thestimuli awaiting him or her. This feeling of tension enhances theeffectiveness of subsequent stimuli on the player.

SUMMARY OF THE INVENTION

Accordingly, it is an object of the present invention to excite theplayer by providing special stimuli which act upon the tactile sense ofthe player.

Specifically, the first object of the present invention is to provide agame machine for delivering special stimuli which act upon the tactilesense of the player by discharging a medium onto the player.

The second object of the present invention is to provide a game machinefor delivering special stimuli which act upon the tactile sense of theplayer by blowing air onto the player.

The third object of the present invention is to provide a game machinefor delivering special stimuli which act upon the tactile sense of theplayer by subjecting the player to vibration.

The fourth object of the present invention is to provide a game machinecapable of delivering special stimuli individually to each of aplurality of players.

The fifth object of the present invention is to provide a game machinefor delivering sounds individually to adjacent players without thesesounds interfering with each other.

The game machine which pertains to the present invention is designed tobe ridden by a player. The player riding the game machine is immobilizedin a certain posture through a posture immobilization device. Forexample, where the game machine is designed such that the player rideswhile seated in a seat, the posture immobilization device is favorablyone which applies pressure to the upper waist and abdomen of the playerin seated posture, pushing the player into the seat. By pushing theabdomen into the seat, the player is prevented from freely moving his orher upper body and head. Specifically, the range of motion of the head,etc., is restricted. Immobilizing the player in a particular posture andpreventing him or her from freely shifting position allows stimuli to bedelivered individually to different players.

The game machine which achieves the first object of the presentinvention is provided with a medium-discharging device for discharging aprescribed medium onto a specific bodily region of a player whoseposture has been immobilized.

Where such a posture immobilization device is used, a specific bodilyregion of the player (where the head is immobilized, as in the exampledescribed above, the player's cheek or the like) is immobilized, therebyreducing the size of the target range for the medium (water, forexample) which is discharged by the medium-discharging device. Theplayer is suddenly squirted with water during game play, and given quitea shock thereby. Besides water, the discharged medium directed intocontact with the player can be mist, smoke, light, or a solid.

The game machine which achieves the second object of the presentinvention is provided with forced air devices capable of blowing aironto the player. The provision of forced air devices capable of blowingair onto a prescribed bodily region of the player allows air to be blowneffectively onto a prescribed bodily region of the player (the nape ofthe neck, for example). The player can be given the impression of windby the air.

The game machine which achieves the third object of the presentinvention is provided with a vibration delivery device for subjectingthe player to vibration as the game proceeds. In addition, the postureimmobilization device immobilizes a part of the player's body against aportion of the vibration delivery device. In one example, by pushing onthe seated player's abdomen, the posture immobilization device pushesthe player's back against a backrest which comprises the vibratingcomponent of the vibration delivery device. Thus, the vibrationdelivered by the vibration delivery device is effectively transmitted tothe player.

The game machine which achieves the fourth object of the presentinvention is provided with sound devices for delivering sound to theplayer in noncontact fashion, and the posture immobilization deviceimmobilizes a part of the player's upper body. Thus, by limiting thepossible range of motion of the player's head by means of the postureimmobilization device, sound can be delivered to the player innoncontact fashion by means of sound devices disposed around the head ofthe player. Since the possible range of motion of the player's head isrestricted, the localization of the sound delivered to the player doesnot change even though the sound devices and the player are not incontact. This eliminates the health problems and safety concernsassociated with headphones and other sound equipment.

In the aforementioned game machine which achieves the fourth object ofthe present invention, the medium-discharging devices are disposed suchthat the discharge port, through which the medium is directed onto aprescribed bodily region of a player, is oriented such that the mediumis discharged in a direction other than the direction in which otherplayers are sitting. Accordingly, when the medium is discharged onto oneplayer, it is not directed onto the other players.

In the game machine which achieves the fifth object of the presentinvention, the phase of the sound waves which constitute the sounds isadjusted such that the phase of the sound waves produced by the sounddevice which delivers sound to the one of the players at the location ofthe player's head is substantially the reverse of the phase of the soundwaves coming from the sound devices which deliver sound to the otherplayers. Specifically, where sound devices are provided for a pluralityof players, some of the sounds coming from one player's sound device candistract other players. In accordance with the present invention, thesound waves of the sounds provided to the other players are canceled, sothe player hears only those sounds specifically delivered to him or her.

Particularly in the case of a game machine in which players ride inpairs, the game can be conducted more effectively by disposing the soundbroadcasting elements of the sound device in symmetrical fashion.Specifically, in a game where another player is attacked by a monster, aplayer can be given the vivid impression that the neighboring player isbeing attacked by broadcasting sounds of attack (growls and so on) fromthe first player's sound device. By disposing the sound broadcastingelements of the sound device such that the sound images comprised ofsounds delivered by the sound devices of the players are symmetrical toeach other, each player can be given the impression that the neighboringplayer is being attacked.

Where a plurality of game machines are to be operated simultaneously, itis favorable to adjust the sound devices of the game machines such thatthe soundtrack is broadcast simultaneously at equivalent time intervalsby all of them.

In the case of a game machine in which players ride in pairs, it is moreeffective to dispose the medium-discharging devices in symmetricalfashion. For example, in a scene where players are eaten by a monster,by broadcasting the sound of one player being attacked by the monsterand spraying the face of the other player with a medium, this otherplayer may be given the impression that the player next to him or her isbeing attacked and eaten by a monster, and that a stream of blood fromthe adjacent player who is being attacked is raining down on this otherplayer. By arranging the direction of medium discharge in symmetricalfashion for the two players, each player may be given the impressionthat the neighboring player is being attacked.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an overview diagram depicting the game system in an embodimentof the present invention;

FIG. 2 is an illustrative diagram of the front half of the walk-throughsegment;

FIG. 3 is an illustrative diagram of the rear half of the walk-throughsegment;

FIG. 4 is an illustrative diagram of the ride segment;

FIG. 5 is a block diagram of a sound device;

FIG. 6 is a block diagram of a projection device;

FIG. 7 is a plan view of a car;

FIG. 8 is a side elevation of a car;

FIG. 9 is a front elevation of a car;

FIG. 10 is a rear elevation of a car;

FIG. 11 is a perspective illustration of a headrest;

FIG. 12 is an illustrative diagram of headrest installation;

FIG. 13 is a car control block diagram;

FIG. 14 is a flow chart illustrating operations in an embodiment of thepresent invention;

FIG. 15 is a diagram illustrating the car boarding procedure (firststep);

FIG. 16 is a diagram illustrating the car boarding procedure (secondstep);

FIG. 17 is a diagram illustrating the car boarding procedure (thirdstep);

FIG. 18 is a diagram illustrating the car boarding procedure (fourthstep);

FIG. 19 is a diagram illustrating the car exit procedure (first step);

FIG. 20 is a diagram illustrating the car exit procedure (second step);

FIG. 21 is a diagram illustrating the car exit procedure (third step);and

FIG. 22 is a diagram illustrating the car exit procedure (fourth step).

BEST MODE FOR CARRYING OUT THE INVENTION

The best mode for carrying out the invention will be described withreference to the drawings.

(Constitution)

FIG. 1 is an overview diagram depicting the game system in an embodimentof the present invention. As shown in FIG. 1, the game system comprisesa walk-through segment WA and a ride segment RA. The walk-throughsegment WA comprises a front half WAF and a rear half WAR. The lightingis low throughout the entire walk-through segment WA. The walls are donein black in order to produce a sense of unease in the players walkingthrough the passageway, creating a sense of dread that something isgoing to happen.

The front half WAF is provided with an entrance 10 and a passageway 11.The walls of the passageway are equipped with sensors S1 through S4 andspeakers SP1 through SP4, as shown in FIG. 2.

A decoder 30, a computer 31, and a sound source 32 are connected betweenthe sensor S1 and the speaker SP1, as shown in FIG. 5. The other sensorsand speakers are connected in the same fashion.

The sensor S1 is designed to output a sensor signal when a person passesin front of it or approaches it. An infrared sensor is one example; anyother type of sensor capable of sensing the approach of a player may beused as well. The decoder 20 is designed to decode the sensor signalfrom the sensor S1 and output an interrupt signal to the computer. Thecomputer 31 is designed to issue sound source control signals on thebasis of interrupt signals from the decoder 20 so that these can bedelivered to the sound source device 32. The sound source device 22 isdesigned to receive the sound source control signals and outputcorresponding sound signals. The sounds produced by means of this designcorrespond to the theme of the game in which players subsequentlyparticipate in the ride segment RA. For example, where the theme of thegame is “exploring the world of monsters,” sounds mimicking the howls ofmonsters can be provided.

The rear half WAR is provided with a first projection device 12, apassageway 14, and a second projection device 13.

As shown in FIG. 3, the first projection device 12 is provided with asensor 12 a, a projector device 12 b, a fence 12 c, speakers 12 d and 12e, and a screen 12 f. 13 a through 13 f of the second projection device13 have the same design as the first projection device 12.

As shown in FIG. 6, the first projection device 12 is also provided withdecoder 33, a computer 34, a sound source circuit 35, an image displaycircuit 36, and a memory 37.

The decoder 33 is designed such that sensor signals from the sensor 12 aare converted into digital signals which can be input to the computer.The computer 34 is designed such that, on the basis of the sensorsignals which have been converted into digital signals, sound sourcecontrol signals may be delivered to the sound source circuit 35 andimage display commands may be delivered to the image display circuit 36.The sound source circuit 35 is designed to generate sound signals forbroadcast from the speaker 12 e or 12 d on the basis of the sound sourcecontrol signals. The image display circuit 36 is designed to projectimage signals on the basis of image data stored in the memory 37 fromthe projector device 12 b. The images and sounds produced in this designrelate to the theme of game play. For example, where the theme of gameplay is “exploring the world of dinosaurs,” images of flying monstersand sounds mimicking the howls of monsters can be provided.

As shown in FIG. 3, the walls of the passageway 14 are provided withsensors S5 through S7, speakers SP5 through SP7, and a monitor 17. Theconfiguration in which the sensors and speakers are connected is thesame as that depicted in FIG. 5. The monitor 17 is designed to displayvisually information useful to players and precautions to be observedwhen riding the car 1 in the ride segment RA.

As shown in FIG. 4, the ride segment RA is provided with a platform area20, a boarding area 21, a circle 15, a deboarding area 22, and an exit16.

The ride entrance 21 is designed to allow players to get into the cars1. The circle 15 comprises a plurality of cars 1 and a track 2. Asdescribed later, the plurality of cars 1 are capable of traveling aroundthe track 2 simultaneously under their own power under individualcontrol, or controlled from a control room (not shown). A guide 2constitutes a closed course several dozen meters in total length, forexample. The deboarding area 22 is designed to allow players to alightfrom the cars 1. The exit 16 is designed to allow players to exit thegame system to the outside.

The design of the car 1 which pertains to the present invention will nowbe described referring to FIGS. 7 through 10. In the drawing symbols, Rindicates a component for the right seat and L indicates a component forthe left seat.

The design of the car 1 comprises a car body 100 equipped with seats101R, L, and with slide bars 103R, 103L and headrests 102R, L locatedbehind the seats. The headrests 102R and L can slide along the slidebars 103R and L. The backrests 104R, L of the seats 101R, L are designedsuch that they can be vibrated by the vibration device described later.Safety bars 105R, L are rotatably disposed to the front of the seats. Alight 106 is provided to the front of the car body 100.

As shown in FIG. 11, the headrest 102R is provided with fans 107C, 107R,and 107L, with speakers 108R and 108L, and with a discharge port 109L.The headrest 102R has the same design, except for the location of thedischarge port 109.

As shown in FIG. 12, the headrests are large enough to accommodate thehead of the player within the U-shaped interior of the headrest. Thefans 107C, R, and L comprise forced air devices disposed so as to directair onto the head the player from both sides and the back of the player.The speakers 108R and L constitute one element a sound device whichprovides stereo sound to the player. The discharge port 109L comprises anozzle device for spraying mist onto an area of the player's cheek bymeans of a pump. The discharge ports 109 are disposed in differentlocations in the right seat and the left seat. Specifically, in the leftheadrest 102L, the discharge port 109L is oriented towards the inside ofthe arm on the right side (the player's cheek side). In the rightheadrest 102R, the discharge port 109R is oriented towards the inside ofthe arm on the left side. That is, the discharge ports 109R, L in thetwo headrests are oriented in opposite directions.

As shown in FIG. 13, the design of the control system of the car 1comprises a sequencer 110, a sound source device 111, an amp 112, abuffer 113, a motor 114, a transmission mechanism 115, a motor 116, atransmission mechanism 117, a piston 118 a, a cylinder 118 b, valves 118c and 118 d, a tank 119, a rocking mechanism 120, a safety bar sensor121, and a seat sensor 122.

The car 1 is provided with a right side system 3R and a left side system3L for the left and right seats. Since these have identicalconstitution, only the right side system is described below.

The sequencer 110 comprises a computer unit which can output controlsignals as indicated in the flow chart (FIG. 14) described below. Thesequencer 110 is designed to be capable of controlling both the rightside system 3R for the right seat and the left side system 3L for theleft seat.

The sound source device 111 is designed to be capable of generatingsound signals on the basis of sound source control signals output by thesequencer 110. These sound signals are amplified and delivered to thespeakers 108R and L.

With this design, sound waves from the other headrest are canceled inproximity to the ears of each player, so that each player perceives onlythe sound delivered to his or her headrest. This design is particularlyeffective where the sounds provided to the player on the right side aredifferent than the sounds provided to the player on the left side.

Where a game program involves providing identical sound signals toplayers seated adjacently, sound output may be designed such that thelocalization of the sounds provided by the sound source device 111 ofthe right side system 3R and the localization of the sounds provided bythe sound source device 111 of the left side system 3L are reversed leftto right. With this design, sounds heard from the left by the playerseated on the right side are heard from the right by the player seatedon the left side.

Where a game program involves providing different sounds to playersseated adjacently, and sounds from an adjacent player's side wouldimpair game play, the sound source device 111 is designed to receivesound signals from the sound source device of the left side system 3L,while at the same time the signals of this sound source device 111 ofthe right side system 3R are output to the sound source device of theleft side system 3L. This sound source device 111 is also designed suchthat sound signals delivered from the left side system can besynthesized with the sound signals of this sound output device 111 ofthe right side system 3R for output. Specifically, the phase of thesound signals from the left side system 3L is adjusted such that thephase of the sound waves coming from the left side headrest 102L and thephase of the sound waves generated by this sound source device 111 onthe basis of sound signals from the left side system 3L diverge by 180°in proximity to the ears of the player wearing the headrest 102R.Additionally, the amplification of the sound signals from the left sidesystem 3L is adjusted such that the amplitude of the sound waves comingfrom the left side headrest 102L and the amplitude of the sound wavesgenerated by the sound source device 111 on the basis of sound signalsfrom the left side system 3L have identical amplitude values inproximity to the ears of the player wearing the headrest 102R. With thisdesign, sound coming from an adjacent player's side can be canceled.

The buffer 113 is designed to amplify the fan instruction signals outputby the sequencer 110 and deliver these to the fans 107 a through c. Faninstruction signals may be delivered simultaneously to all three fans,or delivered at different times to individual fans.

The motor 114 and the transmission mechanism 115 comprise a vibrationdevice capable of transmitting vibration to the backrest 104. The motor114 is designed to rotate on the basis of vibration instruction signalsoutput by the sequencer 110; the transmission mechanism 115 is designedto convert the rotary motion of the motor 114 into reciprocating motion.

The motor 116, transmission mechanism 117, piston 118 a, cylinder 118 b,and tank 119 together comprise a medium-discharge (pump) device fordischarging the medium from the discharge port 109. The motor 116 isdesigned to rotate on the basis of pump instruction signals output bythe sequencer 110; the transmission mechanism 117 is designed to convertthe rotary motion of the motor 116 into reciprocating motion. The piston118 a moves in accordance with this motion; when the piston 118 adescends (during inspiration) due to motion of the transmissionmechanism 117, the valve 118 c opens and the valve 118 d closes.

In accordance with this medium-discharge layer device, a prescribedquantity of the medium contained in the tank 119 (here, water) is drawninto the cylinder 118 b. When subsequent operation of the transmissionmechanism 117 induces the piston 118 a to rise (during ejection), thevalve 118 c closes and the valve 118 d opens. As a result, the waterwithin the piston 118 b is discharged through the discharge port 109.Since the discharge port 109 takes the form of a nozzle, the dischargedwater forms a mist.

A lock mechanism 120 is designed so as to lock the headrest 102 and thesafety bar 105 on the basis of a lock signal from the sequencer 110. Thelock can be an electromagnetic lock or other means.

The safety bar sensor 121 is designed to put the lock signal deliveredto the sequencer 110 in the “on” state (a logical “1”, for example) whenthe safety bar 105 is locked, and to put the lock signal in the “off”state (a logical “0”, for example) when unlocked.

The seat sensor 122 is designed to detect whether the player is sittingcorrectly in these at 101. When the player is sitting correctly, thesensor signal output to the sequencer 110 is “on”, and when not, thesensor signal is “Off”. The seat sensor 121 may comprise, for example, alamp and a photoelectric converter element or the like, designed suchthat when the player is seated in the seat 101, thereby blocking thelight from the lamp, the photoelectric converter element outputs asensor signal.

The lamp 106 lights on the basis of a light instruction signal 110 fromthe sequencer 110.

While not shown, the power supply for all the cars 1 and the operationstatus are monitored from a control room. The control room controls thedelivery of the power supply to all of the cars 1, and if an emergencyshould arise, all cars 1 can be forced to stop immediately.

(Operation)

Walk-through Segment

In the constitution described above, a player enters through theentrance 10 of the walk-through segment WA and passes through the fronthalf WAF. As the player passes through the passageway 11, the sounddevices comprising the sensors S1 through S4 and the speakers SP1through SP4 are activated. Specifically, sounds are emitted as a playerapproaches the sound devices. The player is startled by the soundsdelivered by the four sound devices in the front half WAF, and thenproceeds to enter the rear half WAR.

In the rear half WAR, as a player approaches the first projection device12, the player s approach is sensed by the sensor 12 a, and image of amonster is displayed on the screen 12 f, and a howling voice isbroadcast from the speaker 12 d/e, startling the player. As the playersubsequently passes down the passageway 14, sounds are again produced bythe sound devices comprising the sensors S1 through S4 and the speakersSP1 through SP4, further scaring the player. The player subsequentlyturns a corner in the passageway 14, whereupon the second projectiondevice 13 is activated, again producing the monster's image and howls.

Players, who by this time are thoroughly scared, are guided to theplatform 20 of the ride segment RA, from which, in pairs, they boardcars 1 through the boarding door 21.

In the ride segment RA, players ride in any of the cars 1 travelingaround the circle 15. The cars 1 carrying the players complete onecircuit around the circle 15. Having ridden in a car 1 once around theguide 2, the players deboard from the car 1 at the deboarding area 19and exit to the outside through the exit 16.

(Car Operation)

Next, the operation of a car 1 will be described referring to the flowchart of FIG. 14.

First, turning on the power supply for the car 1 activates a programtimer (S1). The vibration device motor 114 and the pump motor 116 areactivated (S2). In steps S3 and S4, a safety check is performed todetermine if the players are seated correctly.

The procedure by which players board the car 1 will now be describedreferring to FIG. 15 through FIG. 18. As shown in FIG. 15, the playerfirst sits in the seat 101. If the player is sitting in seat 101correctly, the sensor signal from the seat sensor 122 goes to “on”.Next, as shown in FIG. 16, the player manually pulls down the safety bar105 from position 105 a to position 105 b. Once the safety bar 105 hasbeen pulled down to the correct position, the safety bar sensor 121 putsthe lock signal to “on”. The length of the safety bar 105 has beenadjusted such that when the bar has been pulled down, the abdomencontact section thereof presses against the player's abdomen. When thesafety bar 105 so adjusted is pulled down and locked, the upper body ofthe player is pressed against the backrest 104 by the abdomen contactsection of the safety bar 105. In this position, the person cannot movehis or her upper body forward, and cannot move the head to anysignificant degree. Specifically, as may be determined by looking atFIG. 15, the back support member and pelvic support member of the seat101 are disposed at an angle to each other, thereby restricting therange of free motion of head, even without the provision ofimmobilization means for immobilizing the head directly. Accordingly,when the medium is discharged, the medium can be aimed within a limitedregion of the head. When the head is not allowed to move, significantchanges in the relative position of the headrest 102 and the player'shead can be prevented. This prevents changes in the localization of thesounds delivered through the headrest 102.

Once the safety bar 105 has been locked, the player pulls down theheadrest to a position such that the U-shaped arms of the headrest 102surround both ears, as shown in FIG. 17. Once locked, the headrestcannot be moved unless force above a certain level (15 kg to 20 kg) isapplied; thus, once the player has moved it into the prescribedposition, it cannot fall under its own weight. As shown in FIG. 18, oncethe player is correctly seated, the safety bar 105 secured, and theheadrest 102 pulled down, the sensor output of the seat sensor 122 goesto “on” (S3; YES) and the safety bar sensor 121 lock signal also goes to“on” (S4; YES).

Through instructions given from the control room, or by the playerpressing a switch (not shown), a game start command is issued (S5; YES),whereupon the sequencer 110 outputs a lock instruction signal, and theheadrest 102 and safety bar 105 are locked by the lock mechanism 120. Atthe same time, the light 106 is extinguished (S6).

The car 1 then proceeds to move along the guide 2. Each car 1 carryingplayers moves slowly (several tens of centimeters per second) along theguide 2.

In accordance with the game program, the sequencer 110 monitors thetiming at which the devices for scaring the players are activated.

Specifically, when the time for a mist spray is reached (S7; YES), thesequencer 110 activates the pump device. Specifically, a pumpinstruction signal is output, and mist is sprayed from the dischargeport 109. The player receives an unexpected stimulus from this mistspray, and is greatly startled, as depicted in FIG. 12. At this time,the mist discharge from one discharge port 109L (R) sprays one player,but does not get the other player wet, as depicted in FIG. 12. Since theposture immobilization device afforded by the safety bar 102 immobilizesthe position of the player's body and does not allow the head to move byany appreciable degree, correct positioning of the headrest allows themist from the discharge port 109L (R) to be aimed reliably at the cheekof the player.

The effect is enhanced by synchronizing the mist spray with sounds. Forexample, in the case of a game with a scenario in which an adjacentplayer is attacked by a monster, sounds of the player to the right beingattacked (monster howls and the sound of a human being eaten) arebroadcast from the speaker 108R located to the right side of the playeron the left who is using the headrest 102L. At the same time, a mistspray is discharged from the discharge port 109R of the headrest 102L.By timing the mist spray to coincide with the sounds broadcast from thespeaker 108R, the player on the left side can be given the impressionthat the player on the right side is being eaten by a monster, and thathe or she is hearing the sound thereof and being splattered by a streamof blood.

In accordance with the constitution of the present invention, the playeron the right can be provided with a sound localization which is reversedleft to right with respect to the sound image of the sounds provided tothe player on the left. The headrest 102R used by the player on theright is provided with a sound image localization which is reversed leftto right with respect to the localization of the sound image provided toheadrest 102L used by the player on the left. Conceived in simple terms,the sound signals provided to the speaker 108R of the headrest 102L arealso provided to the speaker 108L of the headrest 102R, and the soundsignals provided to the speaker 108L of the headrest 102L are alsoprovided to the speaker 108R of the headrest 102R. With this design, thesounds perceived by the player on the left as coming from the directionof the right side (that is, the adjacent player) are perceived by theplayer on the right as coming from the direction of the left side (thatis, the adjacent player). That is, by providing each of adjacent playerswith the same sounds, each player can be given the impression that theother is being attacked by a monster. Since the discharge port 109R isprovided on the right in the headrest 102L while the discharge port 109Lis provided on the left in the headrest 102R, spray is directed onto theplayer on the left side from his or her right, while spray is directedonto the player on the right from his or her left. Thus, each ofadjacent players can be given the impression that the other has beenattacked by a monster and that he or she is being sprayed by a stream ofblood produced thereby.

Where each of adjacent players is to be provided with different sounds,sounds emanating from the adjacent player's side represents adistraction. Accordingly, it is desirable to deliver the sound to eachin such a way that sound waves from the other headrest are canceled inthe vicinity of the ears of each player. Each player perceives onlythose sounds delivered to his or her headrest.

When the correct time for delivering a blast of air or vibration hasbeen reached (S9; YES), the sequencer 110 outputs a vibrationinstruction signal to the motor 114, or delivers fan instruction signalsto the fans 107C, R, and L through the buffer 113. As a result, theplayer's backrest 104 vibrates, or a blast of air is delivered to theplayer's head by the fans 107C, R, and L located in the headrest 102,again startling the player. Vibration instructions and fan instructionsmay be delivered under different timing.

If the player is noted to move out of the correct posture, it ispossible that the player is attempting to pick something up or performsome other unusual action. In such an event, the seat sensor 122 sensorsignal goes to “off” (S11; YES), and an inside light (not shown) and thelight 106 are turned on (S12).

When safety bar sensor 121 lock signal has gone to “off”, it is possiblethat a player has forcibly pulled up the safety bar 105 and hasattempted to exit the car or to perform some other unsafe action.Accordingly, when it is sensed that the lock signal is “off” (S13; YES),the sequencer 110 halts the operation (S14). The game system operator,when apprised of the operation shutdown, performs a safety check of thecar in which the safety bar 105 has become unlocked.

The aforementioned steps S7 through S14 are repeated for as long as thegame has not ended (S15; NO). Once a car 1 has made one circuit alongthe guide 2 around the circle 15 and reached the deboarding area 19, thegame ends (S15; YES). The sequencer 110 then instructs the lockmechanism 120 to release the headrest and the safety bar lock.

During player exit from the car 1, the operation is the opposite of theprocedure for boarding the car, as illustrated in FIG. 19 through FIG.22. Specifically, from the seated state depicted in FIG. 19, the playerfirst pushes up the headrest 102, which has been unlocked (FIG. 20).Next, as shown in FIG. 21, the unlocked safety bar 105 is pushed backfrom the secured position 105 b to the released position 105 a. Next,the rider gets up from the seat 101, as shown in FIG. 22, and exits thecar.

The car 1 from which the players have exited moves from the deboardingarea 22 to the boarding area 21 along the guide 2, where it awaitsboarding by the next players (S3-S5).

In accordance with the embodiment of the present invention describedabove, players are exposed to and scared by sudden sounds and images asthey proceed down the passageway, and this can be expected to create asense of unease. In the ride segment, the players are already in anuneasy state when boarding the car, and it may be expected that theywill be extremely sensitive to any sort of stimulus. When riding in thecar, players are given quite a shock by the mist spray, and are startledby blasts of air and vibration. The direction of mist spray from theheadrest of one player sitting in a car has been adjusted such that themist does not spray on the other player. Furthermore, the sound deviceshave been designed such that sound waves from other player's headrestsare canceled. Thus, a player can become absorbed in game play withoutbeing distracted by unwanted sounds from other player's headrests.

By providing each player with sounds simulating the sound image of theadjacent player being attacked while delivering a mist spray from adischarge port location in the direction of the adjacent player, aplayer can be given the impression that the adjacent player is beingattacked, and that a stream of blood is being spurted upon him or her,thereby intensifying the feeling of terror.

Where players riding this same ride happen to be couples, providingsound signals and disposing the discharge ports in the manner describedabove causes the couple to worry about each other, while greatlyenhancing enjoyment of the game by the two as a result.

INDUSTRIAL APPLICABILITY

In accordance with the game machine which pertains to the presentinvention, players riding in the game machine are immobilized in aprescribed posture by posture immobilization devices. By immobilizingthe posture of the players so that they cannot change their positionfreely, it becomes possible to provide individual players with variousdifferent stimuli. For example, by providing medium-discharge devicesfor discharging a medium onto a prescribed body region of players, themedium can be suddenly discharged onto a player during the course of thegame, severely startling the player.

By providing forced air devices for blowing air on prescribed bodyregions, players can be startled by the air.

By providing vibration devices for subjecting players to vibration asthe game proceeds, players can be startled by the vibration.

By immobilizing the head or other body part of a player and surroundingthe head of the player, it becomes possible to dispose sound devices insuch a way that sounds are delivered to the individual player in anoncontact fashion. Since the posture of the player is immobilized, thelocalization of the sound images perceived by the player does notchange. In addition, the health problems and safety concerns associatedwith the use of headphones and other sound equipment are eliminated.

Where a plurality of players ride in the game machine at the same time,by orienting the discharge port for discharging the medium onto aprescribed bodily region of a player such that the medium is dischargedin a direction other than the direction in which other players aresitting, the medium is not directed onto the other players when it isdischarged onto the one player.

Where plurality of players are provided with sound devices, the phasesare adjusted so as to produce a phase relationship between the phase ofthe sound waves produced by the sound device which delivers sound to theone of the players and the phase of the sound waves coming from thesound devices which deliver sound to the other players is an essentiallyinverse phase relationship. Thus, sound waves of sounds delivered toother players are canceled so that a player only hears those soundsspecifically delivered to him or her. Accordingly, each player canbecome absorbed in game play without being distracted by soundsdelivered to other players.

In addition, by disposing the sound broadcasting elements of the sounddevices and broadcasting the sound images of the sounds broadcast by thesound broadcasting elements such that the sound images delivered to eachplayer are perceived at symmetrical positions, it becomes possible inthe case of a game program which involves the adjacent player beingattacked by something, for example, to give each player the impressionthat the neighboring player is actually being attacked.

Where a plurality of game machines are to be operated simultaneously, byadjusting the sound devices such that sounds are broadcastsimultaneously at equivalent time intervals by all of them, the playerswill not be distracted by sounds from other game machines and therealism of the game will not be diminished.

By disposing the medium-discharge devices such that the dischargepositions with respect to the player of the medium discharged onto eachplayer are symmetrical, it becomes possible in the case of a gameprogram which involves the adjacent player being attacked by something,for example, to give a player the impression that the neighboring playeris actually being attacked, and that a stream of blood is raining downon this player.

What is claimed is:
 1. A game machine designed to be ridden by a player,comprising: a posture immobilization device having a seat upon which theplayer sits and an upper abdomen pushing mechanism configured toselectively push an upper abdomen region of a seated player toward abackrest of the seat and immobilize the posture of the seated player'shead within a limited range of possible motion relative to the backrest;a medium-discharging device configured to discharge a prescribed mediumonto a specific bodily region of the immobilized player; and wherein thepushing mechanism of the posture immobilization device limits the rangewithin which the medium discharged from the medium-discharging device isaimed at the player by immobilizing the posture of the player's headwithin the limited range of motion to prevent the immobilized playerfrom avoiding the prescribed medium discharged from themedium-discharging device.
 2. A game machine as defined in claim 1,wherein the medium-discharging device comprises: a pump for discharginga fixed quantity of the medium; and a nozzle for discharging the mediumfrom the pump at a position corresponding to the cheek of theimmobilized player.
 3. A game machine as defined in claim 1 designed tobe ridden by a plurality of players, wherein the medium-dischargingdevice comprises a discharge portion configured for discharging themedium onto a specific facial body region of a selected one of theplayers and oriented such that the medium is directed toward a directionsubstantially away from a direction toward which other players aresitting.
 4. A game machine as defined in claim 1, wherein the pushingmechanism immobilizes the player in the boarding position, and releasesthe player in the player deboarding position.
 5. A game machine designedto be ridden by a player, comprising: a posture immobilization devicehaving a seat upon which the player sits and an upper abdomen pushingmechanism configured to selectively push an upper abdomen region of aseated player toward a backrest of the seat and immobilize the postureof the seated player's head within a limited range of possible motionrelative to the backrest; a forced air device configured to blow aironto the player; and wherein the pushing mechanism of the postureimmobilization device limits the range over which the air blown from theforced air device contacts the player by immobilizing the posture of theplayer's head within the limited range of motion to prevent theimmobilized player from avoiding the air blown from the forced airdevice.
 6. A game machine as defined in claim 5, wherein the forced airdevice comprises: a motor; and a fan for blowing air onto a locationcorresponding to the nape of the neck of the immobilized player.
 7. Agame machine as defined in claim 5, wherein the pushing mechanismimmobilizes the player in the boarding position, and releases the playerin the player deboarding position.
 8. A game machine designed to beridden by a player, comprising: a posture immobilization device having aseat upon which the player sits and an upper body pushing mechanismconfigured to selectively push an upper abdomen region of a seatedplayer toward a backrest of the seat and immobilize the posture of theseated player against the backrest; a vibration delivery deviceconfigured to deliver vibration to the seated player; and wherein thebiasing member of the posture immobilization device immobilizes a partof the player's upper body against a portion of the vibration deliverydevice by pushing the upper abdomen region of the seated player towardthe backrest to prevent the immobilized player from avoiding thevibration delivered from the vibration delivery device.
 9. A gamemachine as defined in claim 8, wherein the vibration delivery devicecomprises: a motor; a conversion mechanism for converting rotation ofthe motor into reciprocating motion; and a mechanism for transmittingthe reciprocating motion converted by the conversion mechanism to thebackrest of the immobilized player.
 10. A game machine as defined inclaim 8, wherein the pushing mechanism immobilizes the player in theboarding position, and releases the player in the player deboardingposition.
 11. A game machine designed to be ridden by a player,comprising: a posture immobilization device having a seat upon which theplayer sits and a biased pushing mechanism configured to selectivelypush an upper abdomen region of a seated player toward a backrest of theseat and immobilize the posture of the seated player's head within alimited range of possible motion relative to the backrest; a sounddevice configured to deliver sound to the player in a noncontactfashion; and wherein the biased pushing member of the postureimmobilization device immobilizes a part of the player's upper body bypushing the upper abdomen region of the seated player toward thebackrest, thereby limiting the range of possible motion of the player'shead with respect to the sound device and preventing the immobilizedplayer from avoiding the sound delivered from the sound device.
 12. Agame machine as defined in claim 11, wherein the pushing mechanismimmobilizes the player in the boarding position, and releases the playerin the player deboarding position.
 13. A game machine as defined inclaim 11 designed to be ridden by a plurality of players, wherein thesound device is configured to provide a first player with soundssimulating that a second player is being attacked.
 14. The game machineas defined in claim 13 designed to be ridden by a plurality of players,wherein each of the sounds waves delivered to each of the players havesubstantially the same amplitude relative to each of the plurality ofplayers.
 15. A game machine as defined in claim 13 further comprising asecond sound device configured to provide the second player with soundssimulating that the first player is being attacked.
 16. The game machineas defined in claim 11 designed to be ridden by a plurality of players,wherein the sound device comprises a sequencer configured to deliver afirst set of sound waves to a first seated player and to deliver asecond set of sound waves to a second seated player such that the firstseated player does not perceive the second set of sound waves and thesecond seated player does not perceive the first set of sound waves. 17.The game machine as defined in claim 11 designed to be ridden by aplurality of players, wherein the sound broadcasting elements comprisesa sequencer configured to deliver a first set of sound waves to a firstseated player and to deliver a second set of sound waves to a secondseated player such that the first seated player does not perceive thesecond set of sound waves and the second seated player does not perceivethe first set of sound waves.
 18. A game machine as defined in claim 11,wherein the sound device includes first and second sound devices forproviding the first player with sounds simulating that the second playeris being attacked while providing the second player with soundssimulating that the first player is being attacked.
 19. A game machinedesigned to be ridden by two players, comprising: a plurality of sounddevices for selectively delivering sound to each of the two players whoare seated adjacently; and medium-discharging devices for discharging aprescribed medium onto a specific body region of each of the twoplayers; wherein the sound devices for delivering sound to each of thetwo players include symmetrical sound broadcasting elements thereofdisposed in symmetrical fashion and are configured to deliver soundimages of the sounds through the sound broadcast devices such that thesound images provided by each sound broadcasting element are perceivedas being positioned symmetrically.
 20. A game machine comprising: aplurality of game machines as defined in claim 19; where the sounddevices of each game machine are adjusted such that sounds are broadcastsimultaneously at equivalent time intervals.
 21. A game machine designedto be ridden by two players, comprising: a plurality of postureimmobilization devices each having a seat upon a player sits and abiased pushing mechanism configured to selectively push an upper abdomenregion of a seated player toward a backrest of the seat and immobilizethe posture of each of the seated players' heads within limited rangesof possible motion relative to the backrest; a plurality of sounddevices for delivering sound to each of the two players who are seatedadjacently; a plurality of medium-discharging devices each having atleast one discharge port for discharging a prescribed medium onto aspecific body region of each of the two players; wherein the dischargeports of the medium-discharging devices are disposed such that thepositions of discharge onto the players of the medium which isdischarged onto the players are symmetrical; and wherein the biasedpushing member of the posture immobilization device limits the rangewithin which the sound delivered by the sound devices and the mediumdischarged from the medium-discharging devices are directed at each ofthe seated players by immobilizing the posture of each of the seatedplayers' heads within the limited ranges of motion to prevent theimmobilized player from avoiding the sound delivered by the sounddevices and the prescribed medium discharged from the medium-dischargingdevice.
 22. A game machine designed to be ridden by at least a first anda second player, comprising: a first sound device for providing thefirst player with sounds indicating that the second player is beingattacked; a second sound device for providing the second player withsounds indicating that the first player is being attacked; a firstmedium-discharging device for discharging a prescribed medium onto aspecific body region of the first player; a second medium-dischargingdevice for discharging a prescribed medium onto a specific body regionof the second player; and wherein the first and second sound devices andthe first and second medium-discharging devices are configured toprovide the first player with a first impression that the second playeris being attacked, and the second player with a second impression thatthe first player is being attacked.
 23. The game machine as defined inclaim 22, wherein the first sound device provides sound to the firstplayer while the second sound device provides sound to the secondplayer.
 24. The game machine as defined in claim 22, wherein the firstmedium-discharging device provides a discharge onto the first playerwhile the second medium-discharging device provides a discharge onto thesecond player.
 25. The game machine as defined in claim 22, wherein thefirst and second sound devices provide sound to the first and secondplayers, respectively, while the first and second medium-dischargingdevices provides a discharge onto the first and second players,respectively.
 26. A method of operating a riding game machine so as toimmobilize a player riding the game machine comprising the steps of:providing a posture immobilization device having a seat upon which theplayer sits and pushing mechanism configured to selectively push anupper abdomen region of a seated player toward a backrest of the seatand immobilize the posture of the seated player's head within a limitedrange of possible motion relative to the backrest; providing amedium-discharging device configured to discharge a prescribed mediumonto a specific bodily region of the immobilized player; and biasing theposture immobilization device so as to limit the range within which themedium discharged from the medium-discharging device is aimed at theplayer and prevent the immobilized player from avoiding the prescribedmedium discharged from the medium-discharging device by immobilizing theposture of the player's head within the limited range of motion.
 27. Themethod of claim 26, wherein the step of biasing the postureimmobilization device includes the substep of immobilizing the player ina player boarding position and further comprising the step of unbiasingthe posture immobilization device so as to release the player in aplayer deboarding position.
 28. The method of claim 26, wherein the stepof providing a medium-discharging device further including the substepof providing a discharge portion configured to discharge the medium ontoa specific facial body region of a selected one of the players andoriented such that the medium is directed toward a directionsubstantially away from a direction toward which other players aresitting.
 29. A method of operating a riding game machine designed to beridden by a first player and a second player comprising the steps of:providing the first player with sounds indicating that the second playeris being attacked; providing the second player with sounds indicatingthat the first player is being attacked; providing a firstmedium-discharging device for discharging a prescribed medium onto aspecific body region of the first player so as to provide the firstplayer with a first impression that the second player is being attacked;and providing a second medium-discharging device for discharging aprescribed medium onto a specific body region of the second player so asto provide the second player with a second impression that the firstplayer is being attacked.
 30. A game machine designed to be ridden by aplayer, comprising: a posture immobilization device having a seat uponwhich the player sits and an upper abdomen pushing mechanism biasedagainst a seated player to selectively push an upper abdomen region ofthe seated player toward a backrest of the seat for immobilizing theposture of the seated player's head within a limited range of possiblemotion relative to the backrest; a medium-discharging device fordischarging a prescribed medium onto a specific bodily region of theimmobilized player; and wherein the upper abdomen pushing mechanism ofthe posture immobilization device limits the range within which themedium discharged from the medium-discharging device is aimed at theplayer by immobilizing the posture of the player's head within thelimited range of motion relative to the medium-discharging device so asto prevent the immobilized player from avoid the medium discharged fromthe medium-discharging device.
 31. A game machine designed to be riddenby a player, comprising: a posture immobilization device having a seatupon which the player sits and an upper body pushing mechanism having abiasing member selectively pushing an upper abdomen region of a seatedplayer toward a backrest of the seat for immobilizing the posture of theseated player against the backrest; a vibration delivery device having avibrating back rest for subjecting the player to vibration; and whereinthe biasing member of the posture immobilization device immobilizes apart of the player's upper body against a portion of the vibrationdelivery device by pushing the upper abdomen region of the seated playertoward the backrest to prevent the immobilized player from avoiding thevibration of the vibrating back rest of the vibration delivery device.32. A game machine designed to be ridden by at least one player,comprising: a posture immobilization device having a seat upon which theplayer sits and a pushing mechanism including a biasing memberselectively pushing an upper abdomen region of a seated player toward abackrest of the seat for immobilizing the posture of the seated player'shead within a limited range of possible motion relative to the backrest;a sound device having a symmetrical sound control device for deliveringsound to the player in a noncontact fashion; and wherein the biasingmember of the posture immobilization device immobilizes a part of theplayer's upper body by pushing the upper abdomen region of the seatedplayer toward the backrest, thereby limiting the range of possiblemotion of the player's head with respect to the sound device andpreventing the immobilized player from avoiding the sound delivered bythe sound device.
 33. A game machine designed to be ridden by a firstplayer and a second player, comprising: a plurality of sound devices forselectively delivering sound to the first player and the second playerwho is seated adjacent to the first player; and medium-dischargingdevices for discharging a prescribed medium onto a specific body regionof each of the first and second players; wherein the sound devices fordelivering sound to each of the first and record players include soundbroadcasting elements thereof disposed in symmetrical fashion and asymmetrical sound control device adjustably delivering sound images ofthe sounds through the sound broadcast devices such that the soundimages provided by each sound broadcasting element are perceived asbeing positioned symmetrically.
 34. A game machine as defined in claim33, wherein the symmetrical sound control device provides the firstplayer with sounds simulating that the second player is being attackedat a distance spaced away from the first player.
 35. A game machinedesigned to be ridden by a first player and a second player, comprising:a plurality of posture immobilization devices each having a seat uponwhich a player sits and a pushing mechanism including an upper bodysupport member selectively pushing an upper abdomen region of a seatedplayer toward a backrest of the seat for immobilizing the posture ofeach of the seated players' heads within limited ranges of possiblemotion relative to the backrest; a plurality of sound devices fordelivering sound to each of the first and second players who are seatedadjacently; a plurality of medium-discharging devices each having atleast one discharge port for discharging a prescribed medium onto aspecific body region of each of the first and second players; whereinthe discharge ports of the medium-discharging devices are disposed suchthat the prescribed medium is discharged onto the players at symmetricallocations; and wherein the upper body support member of the postureimmobilization device limits the range within which the sound deliveredby the sound devices and the medium discharged from themedium-discharging devices are directed at each of the first and secondplayers by immobilizing the posture of first and second players' headswithin the limited ranges of motion so as to prevent the immobilizedplayers from avoiding the sound delivered by the sound devices and theprescribed medium discharged from the medium-discharging devices.
 36. Agame machine designed to be ridden by a player, comprising: a postureimmobilization device having a seat upon which the player sits and apushing means for selectively pushing an upper abdomen region of aseated player toward a backrest of the seat and immobilizing the postureof the seated player's head within a limited range of possible motionrelative to the backrest; a discharge means for discharging a prescribedmedium onto a specific bodily region of the immobilized player; andwherein the pushing means limits the range within which the mediumdischarged from the medium-discharging device is aimed at the player byimmobilizing the posture of the player's head within the limited rangeof motion so as to prevent the immobilized player from avoiding theprescribed medium discharged from the discharge means.
 37. A gamemachine designed to be ridden by a player, comprising: a postureimmobilization device having a seat upon which the player sits and apushing means for selectively pushing an upper abdomen region of aseated player toward a backrest of the seat and immobilizing the postureof the seated player against the backrest; a vibration means fordelivering vibration to the seated player; and wherein the pushing meansimmobilizes a part of the player's upper body against a portion of thevibration delivery device by pushing the upper abdomen region of theseated player toward the backrest to prevent the immobilized player fromavoiding the vibration delivered from the vibration delivery device. 38.A game machine designed to be ridden by a player, comprising: a postureimmobilization device having a seat upon which the player sits and apushing means for selectively pushing an upper abdomen region of aseated player toward a backrest of the seat and immobilizing the postureof the seated player's head within a limited range of possible motionrelative to the backrest; a sound means for delivering sound to theplayer in a noncontact fashion; and wherein the pushing meansimmobilizes a part of the player's upper body by pushing the upperabdomen region of the seated player toward the backrest, therebylimiting the range of possible motion of the player's head with respectto the sound device and preventing the immobilized player from avoidingthe sound delivered from the sound device.
 39. A game machine designedto be ridden by a first player and a second player spaced from the firstplayer, comprising: means for providing the first player with soundsindicating that the second player is being attacked and for providingthe second player with sounds indicating that the first player is beingattacked; means for providing a first medium-discharging device fordischarging a prescribed medium onto a specific body region of the firstplayer so as to provide the first player with a first impression thatthe second player is being attacked; and means for providing a secondmedium-discharging device for discharging a prescribed medium onto aspecific body region of the second player so as to provide the secondplayer with a second impression that the first player is being attacked.